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A'Real Fury
The Silver Falcon Federation
21
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Posted - 2013.03.04 12:52:00 -
[1] - Quote
Hi,
Now I enjoy hitch hiking in tanks as they go by. Now I do not mind contributing towards the cost and I was looking at the skills for small turrets. Now I understand that blasters are currently the best and most favoured turret.
So my questions are:
1. What are the best skills to choose when you are in the small turrets 2. In order of importance what skills would you choose, especially to start with 3. Do Hybrid turrets cover both blasters and rail guns are does it mean something else entirely
Thanks for any help. Please note that I will be starting with x1 skills first, depending on the answers given, as they are the easiest to skill up quickly. It would take me about one week to skill up an x1 skill from zero to level 5 as I do not use boosters. |
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Chances Ghost
Prototype Technology Corp.
14
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Posted - 2013.03.04 14:10:00 -
[2] - Quote
1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns |
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Scheneighnay McBob
Bojo's School of the Trades
1076
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Posted - 2013.03.05 02:26:00 -
[3] - Quote
Chances Ghost wrote:1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns ^what he said. However, it's also a great idea to spec into repair tools and always carry one on you. In a bad situation, you can jump out and repair the tank while using it for cover. This also gets you a massive pile of "triage" and "guardian" WPs |
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M3DIC 2U
RED COLONIAL MARINES Covert Intervention
20
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Posted - 2013.03.05 19:38:00 -
[4] - Quote
Logi repair gunner FTW is awesome.
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Casius Hakoke
Fenrir's Wolves
6
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Posted - 2013.03.05 19:51:00 -
[5] - Quote
M3DIC 2U wrote:Logi repair gunner FTW is awesome.
I've had several of them in the past and I always send love mail to them afterwards. |
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Joseph Ridgeson
Cactus Rats
8
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Posted - 2013.03.07 20:33:00 -
[6] - Quote
Scheneighnay McBob wrote:Chances Ghost wrote:1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns ^what he said. However, it's also a great idea to spec into repair tools and always carry one on you. In a bad situation, you can jump out and repair the tank while using it for cover. This also gets you a massive pile of "triage" and "guardian" WPs
Is the part about getting Triage points true? I have healed numerous Tanks and have never seen Triage nor Guardian.
I would say unless you are either going to go driver/pilot or are going to be playing with driver/pilot buddies, I am of the opinion that it is not great to dump points into Turrets. Unless you are a gunner, there is zero benefit in those skills. Just my two cents.
Be well. |
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Scheneighnay McBob
Bojo's School of the Trades
1090
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Posted - 2013.03.08 00:09:00 -
[7] - Quote
Joseph Ridgeson wrote:Scheneighnay McBob wrote:Chances Ghost wrote:1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns ^what he said. However, it's also a great idea to spec into repair tools and always carry one on you. In a bad situation, you can jump out and repair the tank while using it for cover. This also gets you a massive pile of "triage" and "guardian" WPs Is the part about getting Triage points true? I have healed numerous Tanks and have never seen Triage nor Guardian. I would say unless you are either going to go driver/pilot or are going to be playing with driver/pilot buddies, I am of the opinion that it is not great to dump points into Turrets. Unless you are a gunner, there is zero benefit in those skills. Just my two cents. Be well. I've gotten them before, but only when the tank's shields were down and it was in the middle of well.... everything, getting shot at. However, I've never gotten triage or guardian when I was repairing with a vehicle mounted rep. |
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Dustbunny Durrr
ReD or DeaD
0
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Posted - 2013.03.08 00:10:00 -
[8] - Quote
Joseph Ridgeson wrote:Scheneighnay McBob wrote:Chances Ghost wrote:1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns ^what he said. However, it's also a great idea to spec into repair tools and always carry one on you. In a bad situation, you can jump out and repair the tank while using it for cover. This also gets you a massive pile of "triage" and "guardian" WPs Is the part about getting Triage points true? I have healed numerous Tanks and have never seen Triage nor Guardian. I would say unless you are either going to go driver/pilot or are going to be playing with driver/pilot buddies, I am of the opinion that it is not great to dump points into Turrets. Unless you are a gunner, there is zero benefit in those skills. Just my two cents. Be well.
I believe they removed points for repping tanks in a previous patch, as people were abusing the system. |
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Necrodermis
GunFall Mobilization Covert Intervention
471
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Posted - 2013.03.08 07:35:00 -
[9] - Quote
Chances Ghost wrote:1) Turret Operation (10% bonus damage at level 5) Small Hybrid Turret Operation (15% bonus damage at level 5) (note if both the tank driver and the gunner have these skilled to max it adds up to damage*1.10*1.10*1.15*1.15 due to double dipping and may or may not be fixed in the future)
2) Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
This should get you the most bang for your SP in terms of damage without investing too much SP into a role your only going to be able to play when you have the chance to hop into somone elses blaster tank
3) yes hybrid turrests covers both blasters and railguns has that ever been confirmed?
cause no one seems to actually know. |
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Spy Mouse
New Eden Space Pirates
4
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Posted - 2013.03.09 02:14:00 -
[10] - Quote
Chances Ghost wrote:Turret operations due to it being cheap and easy to get to level 4 (honestly level 5 in both skills is rather unnessesary and the SP will be more useful to you in other places unless your going to actually run your own tanks) Add small hybrid turret to 3
It is worth getting Small Hybrid Turret Operation to level 5 because you will gain access to Small Hybrid Turret Proficiency and prototype turrets. The Scattered Ion Cannon is a killing machine. The first 2 levels of the Proficiency skill will only cost you around 75k SP for an extra 4% damage. |
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